Druid:

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Overview

Druids are masters of nature and healing magic. Throughout history, they have used their skills and knowledge to the benefit of all humans. Nature can heal and protect, but can also cause widespread destruction. As such, druids command the powers of ice and earth to punish those who oppose the natural order.

Like sorcerers, druids are weak physically and cannot carry as much equipment as knights and paladins.

Benefits

  • Druids are welcome on team hunts thanks to their ability to heal others
  • Various elemental spell effects make for interesting, colorful gameplay
  • Druids can effectively deal several types of damage and can usually adapt to the hunted monsters' weaknesses
  • Strong damage output in every situation, both single- and multi-target
  • Can use Magic Shield to drastically increase survivability
  • Fastest advancement in magic level (same as sorcerers)
  • Largest amount of mana and fastest regeneration (same as sorcerers)
  • Can make many types of offensive runes
  • The only vocation capable of making the Icicle runes and the Avalanche runes which are useful for hunting dragons and demons
  • Can use all types of runes, except the Holy Missile runes
  • Can make healing runes

Drawbacks

  • Weak in terms of defense, druids must maintain distance from their enemies while casting spells and shooting runes. Sometimes, that is difficult and some people might not enjoy such gameplay
  • Not the best choice for hunting for profit due to the cost of runes and low carrying capacity
  • Lowest amount of hitpoints and slowest regeneration (same as sorcerers)
  • Slowest advancement in shielding and melee skills (druids advance a little bit faster than sorcerers, but the difference is negligible)
  • Lowest capacity (same as sorcerers)
  • Although Ice Damage is a very strong type of damage, a large array of creatures are immune to Earth Damage, which makes Druid's offensive spells very inflexible. This coupled with the fact that they also have a smaller arsenal of offensive spells, especially beam spells, usually makes Sorcerers better when hunting alone. Druid's Strong Ice Wave also has lower range than the Sorcerer's counterpart, which puts the player in a greater risk.

Advancement and regeneration

After advancing to the next level, every player receives an increase in capacity, maximum hitpoints and maximum mana. Druids gain:

  • 10 oz of capacity
  • 5 hitpoints
  • 30 mana

Regeneration

As time passes, every player will regenerate lost hitpoints and mana, as long as they have eaten recently (see the page on Regeneration for more information).

Druids regenerate: 1 hitpoint every 12 seconds 2 mana every 3 seconds

Elder druids regenerate: 1 hitpoint every 12 seconds 2 mana every 2 seconds

Promotion

When a druid reaches level 20, they can purchase a promotion and become an elder druid with certain benefits.

Tips and Tricks

All vocations should use their strengths to their own benefit. For example, it would be useless for a knight to try and make money selling runes. Instead, use the unique aspects of the vocation to your advantage.

Making Money

  • Sell Runes. Druids can make large amounts of money as a Provider of nearly all kinds of runes, especially Icicle (Rune), if you have a premium account, and Avalanche (Rune) that high level mages use to hunt demons. You can make runes while standing around somewhere (manasit) but you can also use a melee weapon in a hunting ground wich you can easily slaughter and meanwhile making runes, this way you wont lose your soul (unless you are too hight level for the creatures you kill).
  • Offer an Eternal Winter or Wrath of Nature service. Since Druids have strong attack spells, when you reach the level requirement for the Eternal Winter or Wrath of Nature spell, you will become very valuable on a large hunt or quest. Even helping with a quest that you have already completed, you can charge a large amount of money to help a group complete the quest.
  • Offer a healing service. Because of the low mana cost for the Heal Friend and Mass Healing spells (compared to Ultimate Healing Runes), you can go along with a Knight on a hunt and do nothing but heal them. You can charge a flat rate for the amount of time you spend with them, or you might even be able to get a portion of the loot from the hunt. You may also do this on a group hunt, using the Mass Healing spell to heal other players, as well as summoned creatures.
  • Summon creatures for others. You can charge a fee for summoning creatures for a paladin to convince. Since paladins cannot use the Summon Creature spell, you can summon a creature for them, and if they have enough mana, they can use a Convince Creature rune to take control over it and use it to help them hunt. You can also summon a monk or a ghoul for knights and paladins to train and charge an hourly fee (note you can only use this method in PvP and PvP-Enforced worlds because you cannot attack summons of players in Optional PvP worlds).

Gaining Experience

  • Use a blocker. This way you can hunt larger creatures that you would not normally be able to take on alone. This will most likely cost you quite a bit in Runes, since druids do not have many instant attack spells, and you may need to pay the blocker for their services.
  • Hunt with Summoned Creatures. When hunting with summons, you do not need to use as many runes, and you can stay in your hunting area longer because you are not using as much mana with your Rod.
  • Use Defensive Fighting when you are hunting with Rods. Changing your fighting mode will not affect the damage that your rods will cause, but using Defensive Fighting will cause you to take less damage from any melee attacks. Note that the damage from Rods does NOT increase with level or magic level.
  • Use your surroundings. Since most Rods cannot attack as far away as a Bow or Crossbow that Paladins use, druids need to use trees, stairs, and other obstacles to help maintain a distance from strong creatures. With some practice, you will be able to fight strong creatures without taking very much damage.

Advancing Your Skills

Magic Level:

  • Never have full mana. Your Magic Level is advanced by using mana. Every second that you have full mana, you are losing potential magic level advancement.
  • Spend as little time as possible in Protection Zones. You cannot use mana that you do not generate, so spend as little time as possible in situations where you do not regenerate mana.
  • Always eat. Make sure you have access to Food at all times. If you run out of food, then you will not be able to regenerate mana for using.
  • Use Rods to hunt. Using rods uses mana. An Elder Druid can regenerate mana as fast as the Snakebite Rod will use it, so they can potentially "train" their magic level by attacking creatures with this rod. If used on a creature that is immune to Earth, then your magic level will still advance, but you will not cause damage to the creature you are attacking, so you could potentially "train" for as long as you want to. A tip is to summon yourself a Snake and shoot it with your Snakebite Rod.
  • Use your melee weapon when gaining Soul Points. You need only to kill one monster every 4 minutes, so you are not worried about killing monsters quickly. This frees up your mana for spells and you can use up your mana completely if you wish to train your magic level. The only time to use your rod is for leveling, otherwise best train your melee skill since you can use spells to use up mana.
  • Carry Mana Potions. Not only is this a good idea if you get in a jam, but using Mana Potions will help you advance your Magic Level faster.
  • Don't use Magic Shield if you don't need to. Any mana that you lose to your Magic Shield does not count towards your magic level. If you are not in danger of dying, use Light Healing, Intense Healing and Ultimate Healing spells instead. An other possibility for premium druids is Heal Friend which can also be used for self-healing, as it heals between 1/2 to all of your hitpoints (depending on your Level and Magic Level).
  • Spend your Soul Points before hunts. Usually, the price needed to buy Mana Potions and make your own runes is only a bit more expensive than buying said runes. It is a good strategy for a faster Magic Level increase, as long as the player is not in dire need of money.
  • Choose hunts carefully. The more mana potions you use, the more mana you'll be spending and thus the more progress you'll be making on your magic level. Choosing hunts that allow you to use a lot of mana (and thus a lot of potions) but provide enough loot to pay off your mana potions will result in significant increase in advancement rate. Obviously the power of your character will determine the most effective way to do this - for very powerful players this could be by using ultimate area spells with particular monsters may work (for example: Wrath of Nature on Quara), for less powerful players use of wave spells may be more suitable (for example: Ice Wave on Dworcs); obviously, killing more monsters (per cast) will provide more loot and make this more feasible

Druid Spells

Name Words Level Mana Magic Soul Type
Creature Illusion Utevo Res Ina 23 100 - - Instant
Cure Poison Exana Pox 10 30 - - Instant
Energy Strike Exori Vis 12 20 - - Instant
Poison Storm Exevo Gran Mas Pox 50 600 - - Instant
Find Person Exiva 8 20 - - Instant
Flame Strike Exori Flam 12 20 - - Instant
Force Strike Exori Mort 11 20 - - Instant
Food Exevo Pan 14 120 - - Instant
Great Light Utevo Gran Lux 13 60 - - Instant
Haste Utani Hur 14 60 - - Instant
Heal Friend Exura Sio 18 70 - - Instant
Intense Healing Exura Gran 11 40 - - Instant
Invisibility Utana Vid 35 440 - - Instant
Levitate Exani Hur "Up/Down 12 50 - - Instant
Light Utevo Lux 8 20 - - Instant
Light Healing Exura 9 25 - - Instant
Magic Rope Exani Tera 9 20 - - Instant
Magic Shield Utamo Vita 14 50 - - Instant
Mass Healing Exura Gran Mas Res 36 150 - - Instant
Strong Haste Utani Gran Hur 20 100 - - Instant
Summon Creature Utevo Res 25 - - - Instant
Undead Legion Exana Mas Mort 30 500 - - Instant
Ultimate Healing Exura Vita 20 160 - - Instant
Ultimate Light Utevo Vis Lux 26 140 - - Instant
Wild Growth Exevo Grav Vita 27 220 - - Instant
Paralyze - - 1400 18 - Instant
Poison Field Adevo Grav Pox 14 200 - 1 Conjure
Light Magic Missile Adori 15 120 - 1 Conjure
Fire Field Adevo Grav Flam 15 240 1 1 Conjure
Fireball Adori Flam 17 160 2 2 Conjure
Energy Field Adevo Grav Vis 18 320 3 2 Conjure
Envenom Adevo Res Pox 21 400 4 3 Conjure
Great Fireball Adori Gran Flam 23 480 4 3 Conjure
Heavy Magic Missile Adori Gran 25 280 4 2 Conjure
Poison Bomb Adevo Mas Pox 25 520 4 2 Conjure
Fire Bomb Adevo Mas Flam 27 600 5 4 Conjure
Soulfire Adevo Res Flam 27 600 7 3 Conjure
Poison Wall Adevo Mas Grav Pox 29 640 5 3 Conjure
Avalanche Adori Mas Frigo 30 530 4 3 Conjure
Explosion Adevo Mas Hur 31 570 6 4 Conjure
Fire Wall Adevo Mas Grav Flam 33 780 13 4 Conjure
Energy Wall Adevo Mas Grav Vis 41 1000 9 5 Conjure
Antidote Adana Pox 15 200 - 1 Conjure
Intense Healing Adura Gran 15 240 1 2 Conjure
Ultimate Healing Adura Vita 24 400 4 2 Conjure
Convince Creature Adeta Sio 16 200 5 3 Conjure
Animate Dead Adana Mort 27 600 4 5 Conjure
Chameleon Adevo Ina 27 600 4 2 Conjure
Destroy Field Adito Grav 17 120 2 2 Conjure
Desintegrate Adito Tera 21 200 4 3 Conjure
Paralyze Adana Ani 54 1400 18 3 Conjure
Stone Shower Adori Mas Tera 28 430 4 3 Conjure
Icicle Adori Frigo 28 460 4 3 Conjure
Eternal Winter Exevo Gran Mas Frigo 60 1200 - - Instant
Wrath of Nature Exevo Gran Mas Tera 55 770 - - Instant
Ice Wave Exevo Frigo Hur 18 210 - - Instant
Terra Wave Exevo Tera Hur 38 210 - - Instant